[Pathfinder] beastisrfrt

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651032222404022240406510326510322224040paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Featured Races 2gains half the hit points the positive energy heals as temporaryhit points. These temporary hit points go away after 10minutes. This effect does not stack with life channel (seebelow) or other effects that convert healing positive energy totemporary hit points.This item does not actually transpose positive energy intonegative energy, it just affects the way the wearer’s bodyreacts to positive energy. Only a living creature can benefitfrom this amulet; it provides no benefit to undead.CONSTRUCTIONRequirements Craft Wondrous Item, life channel; Cost6,000 gpLENSES OF DARKNESSAura faint transmutation; CL 3rdSlot eyes; Price 12,000 gp; Weight —DESCRIPTIONCrafted from a dark-colored crystalline material and infusedwith magical darkness, these lenses fit over the wearer’seyes. When worn by a creature with light sensitivity or lightblindness, these lenses protect the wearer against the effect ofsunlight, the daylight spell, or similar light effects. Both lensesmust be worn for the magic to be effective.CONSTRUCTIONRequirements Craft Wondrous Item, darkness; Cost 6,000 gpSYMBOL OF UNHOLY COMMANDAura faint necromancy; CL 3rdSlot none; Price 8,000 gp; Weight 1 lb.DESCRIPTIONThis unholy symbol is carved entirely from human bone.When the wielder uses this unholy symbol as a focus for theCommand Undead feat, he gains a +1 profane bonus to theDC of that feat.Good creatures of 5 Hit Dice or less that attempt to touch thesymbol must make a DC 15 Will save or be shaken for 1 round.Deliberate use of a symbol of unholy command is an evil act.CONSTRUCTIONRequirements Craft Wondrous Item, Command Undead orcommand undead; Cost 4,000 gpDhampir SpellsDhampirs have access to the following spells.BLINDING RAYSchool evocation [good, light]; Level cleric 2, inquisitor 3,paladin 2Casting Time 1 standard actionComponents V, S, DFRange close (25 ft. + 5 ft./2 levels)Effect one or more rays of lightDuration instantaneous (see text)Saving Throw Fortitude negates; Spell Resistance yesYou blast your enemies with blinding rays of sunlight. Youmay fire one ray, plus one additional ray for every four levelsbeyond 3rd (to a maximum of three rays at 11th level). Each rayrequires a ranged touch attack to hit. If a ray hits, it explodesinto powerful motes of light, and the target must save or beblinded for 1 round. If the target has light blindness, lightsensitivity, or is otherwise vulnerable to bright light, it insteadmust save or be blinded for 1d4 rounds and take 1d4 pointsof damage per two caster levels (maximum 5d4). Any creatureblinded by a ray sheds light as a sunrod for the duration ofits blindness. The rays may be fired at the same or differenttargets, but all rays must be aimed at targets within 30 feet ofeach other and fired simultaneously.LIFE CHANNELSchool transmutation; Level cleric 2Casting Time 1 standard actionComponent V, SRange touchTarget one touched creature with negative energy affinityDuration 1 minute/levelSaving Throw Fortitude negates (harmless); Spell Resistanceyes (harmless)When cast on a creature with negative energy affinity, thetarget is able to convert channeled positive energy intotemporary hit points. When subject to an effect that healshit points only to living creatures (such as cure light woundsor channel positive energy), the target gains a number oftemporary hit points equal to half the number of hit pointsthat the positive energy would normally heal. These temporaryhit points go away at the end of this spell’s duration.SPAWN WARDSchool necromancy; Level cleric 5, inquisitor 5Casting Time 1 standard actionComponents V, SRange touchTarget creature touchedDuration 10 minutes/levelSave Fortitude negates (harmless); Spell Resistance yes(harmless)The target becomes resistant to the effects of energy drainand blood drain attacks made by undead creatures, andcannot be made into undead spawn if killed while the spell isin effect.If the attacking undead’s Hit Dice is less than or equalto your caster level, the blood drain or energy drain hasno effect. If the attacking undead’s Hit Dice are greaterthan your caster level, the undead must make a Fortitudesave (against the DC of the spell) with each attack for thosespecial abilities to have any effect. The spell only prevents theConstitution damage from blood drain and negative levelsfrom energy drain, but not any other effects of these attacks.101paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

65103322240412224041paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126510336510332224041DrowCruel and cunning, drow are a dark ref lection of the elvenrace. Also called dark elves, they dwell deep undergroundin elaborate cities shaped from the rock of cyclopeancaverns. Drow seldom make themselves known to surfacefolk, preferring to remain legends while advancing theirsinister agendas through proxies and agents. Drowhave no love for anyone but themselves, and are adept atmanipulating other creatures. While they are not born evil,malignancy is deep-rooted in their culture and society, andnonconformists rarely survive for long. Some stories tellthat given the right circumstances, a particularly hatefulelf might turn into a drow, though such a transformationwould require a truly heinous individual.Physical Description: Drow are similar in stature tohumans, but share the slender build and features of elves,including the distinctive long, pointed ears. Their eyes lackpupils and are usually solid white or red. Drow skin rangesfrom coal black to a dusky purple. Their hair is typicallywhite or silver, though some variation is not unknown.Society: Drow society is traditionally class-orientedand matriarchal. Male drow usually fulfill martial roles,defending the species from external threats, while femaledrow assume positions of leadership and authority.Reinforcing these gender roles, one in 20 drow are bornwith exceptional abilities and thus considered to benobility, and the majority of these special drow are female.Noble houses define drow politics, with each housegoverned by a noble matriarch and composed of lesserfamilies, business enterprises, and military companies.Each house is also associated with a demon lord patron.Drow are strongly driven by individual self-interest andadvancement, which shapes their culture with seethingintrigue and politics, as common drow jockey for favorof the nobility, and the nobility rise in power through acombination of assassination, seduction, and treachery.Relations: Drow have a strong sense of racial superiorityand divide non-drow into two groups: slaves, and thosethat are not yet slaves. In practice, however, races that mayshare similar inclinations (such as hobgoblins and orcs) andthose who serve willingly may be treated as servitor racesand granted a measure of trust and modest rank in drowsociety. Others, such as dwarves, gnomes, and half lings, aredeemed fit only for the lash. Manipulative drow delight inexploiting the weak character of humans. While they claimno kinship with fetchlings, the drow harbor a curiositytoward the shadow race, as both are adaptations of racesexposed to extreme and dangerous conditions. Finally, thedrow’s hatred of elves sets these beings apart from all otherraces, and the dark elves desire nothing more than to ruineverything about their surface cousins.Alignment and Religion: Drow place a premium onpower and survival, and are unapologetic about any vilechoices they might make to ensure their survival. Afterall, they do not just survive adversity—they conquer it.They have no use for compassion, and are unforgivingof their enemies, both ancient and contemporary. Drowretain the elven traits of strong emotion and passion,but channel it through negative outlets, such as hatred,vengeance, lust for power, and raw carnal sensation.Consequently, most drow are chaotic evil. Demon lordsare their chosen patrons, sharing their inclinationtoward power and destruction, and they also favor thegoddess Lamashtu.Adventurers: Conquerors and slavers, drow are drivento expand their territory, and many seek to settle ancientgrudges upon elven and dwarven nations in ruinousand dreary sites of contested power on the surface. Maledrow favor martial or stealth classes that put them closeto their enemies and their homes, as either soldiers orspies. Female drow typically assume classes that lendthemselves to leadership, such as bards and especiallyclerics. Both genders have an innate talent for the arcanearts, and may be wizards or summoners. Drow makenatural antipaladins, but males are often discouragedfrom this path, as the feminine nobility feel discomfortedby the idea of strong-willed males with autonomousinstincts and a direct relationship with a demon lord.Male Names: Arcavato, Drovic, Firyin, Kaelmourn,Mirrendier, Pharnox, Syrendross, Zov.Female Names: Belmarniss, Cylellinth, Ilvaria, Johysis,Loscivia, Tyvorhan, Ulumbralya, Volundeil.ALTERNATE RACIAL TRAITSThe following racial traits may be selected instead ofexisting drow racial traits. Consult your GM beforeselecting any of these new options.Ambitious Schemer: Seduction and treachery are toolsfor advancement in drow society, even for the martiallyinclined. Drow with this racial trait may choose eitherBluff or Diplomacy as a class skill, and gain a +2 bonuson such skill checks. This racial trait replaces keen sight.Ancestral Grudge: The enmity between the drowand elves and dwarves is long-standing and deeplyentrenched. Drow with this racial trait gain a +1 bonuson attack rolls against humanoids with the dwarf or elfsubtypes (with the exception of drow) because of theirspecial training against these reviled foes. This racialtrait replaces poison use.Blasphemous Covenant: Since their twisted beginnings,the drow have consorted with demons. Some drow havestrong ties with these creatures and may call upon ancientand obscene associations to sway demonic cooperation.Drow with this racial trait gain a +2 bonus on Diplomacy102paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Featured Races 2

gains half the hit points the positive energy heals as temporary

hit points. These temporary hit points go away after 10

minutes. This effect does not stack with life channel (see

below) or other effects that convert healing positive energy to

temporary hit points.

This item does not actually transpose positive energy into

negative energy, it just affects the way the wearer’s body

reacts to positive energy. Only a living creature can benefit

from this amulet; it provides no benefit to undead.

CONSTRUCTION

Requirements Craft Wondrous Item, life channel; Cost

6,000 gp

LENSES OF DARKNESS

Aura faint transmutation; CL 3rd

Slot eyes; Price 12,000 gp; Weight —

DESCRIPTION

Crafted from a dark-colored crystalline material and infused

with magical darkness, these lenses fit over the wearer’s

eyes. When worn by a creature with light sensitivity or light

blindness, these lenses protect the wearer against the effect of

sunlight, the daylight spell, or similar light effects. Both lenses

must be worn for the magic to be effective.

CONSTRUCTION

Requirements Craft Wondrous Item, darkness; Cost 6,000 gp

SYMBOL OF UNHOLY COMMAND

Aura faint necromancy; CL 3rd

Slot none; Price 8,000 gp; Weight 1 lb.

DESCRIPTION

This unholy symbol is carved entirely from human bone.

When the wielder uses this unholy symbol as a focus for the

Command Undead feat, he gains a +1 profane bonus to the

DC of that feat.

Good creatures of 5 Hit Dice or less that attempt to touch the

symbol must make a DC 15 Will save or be shaken for 1 round.

Deliberate use of a symbol of unholy command is an evil act.

CONSTRUCTION

Requirements Craft Wondrous Item, Command Undead or

command undead; Cost 4,000 gp

Dhampir Spells

Dhampirs have access to the following spells.

BLINDING RAY

School evocation [good, light]; Level cleric 2, inquisitor 3,

paladin 2

Casting Time 1 standard action

Components V, S, DF

Range close (25 ft. + 5 ft./2 levels)

Effect one or more rays of light

Duration instantaneous (see text)

Saving Throw Fortitude negates; Spell Resistance yes

You blast your enemies with blinding rays of sunlight. You

may fire one ray, plus one additional ray for every four levels

beyond 3rd (to a maximum of three rays at 11th level). Each ray

requires a ranged touch attack to hit. If a ray hits, it explodes

into powerful motes of light, and the target must save or be

blinded for 1 round. If the target has light blindness, light

sensitivity, or is otherwise vulnerable to bright light, it instead

must save or be blinded for 1d4 rounds and take 1d4 points

of damage per two caster levels (maximum 5d4). Any creature

blinded by a ray sheds light as a sunrod for the duration of

its blindness. The rays may be fired at the same or different

targets, but all rays must be aimed at targets within 30 feet of

each other and fired simultaneously.

LIFE CHANNEL

School transmutation; Level cleric 2

Casting Time 1 standard action

Component V, S

Range touch

Target one touched creature with negative energy affinity

Duration 1 minute/level

Saving Throw Fortitude negates (harmless); Spell Resistance

yes (harmless)

When cast on a creature with negative energy affinity, the

target is able to convert channeled positive energy into

temporary hit points. When subject to an effect that heals

hit points only to living creatures (such as cure light wounds

or channel positive energy), the target gains a number of

temporary hit points equal to half the number of hit points

that the positive energy would normally heal. These temporary

hit points go away at the end of this spell’s duration.

SPAWN WARD

School necromancy; Level cleric 5, inquisitor 5

Casting Time 1 standard action

Components V, S

Range touch

Target creature touched

Duration 10 minutes/level

Save Fortitude negates (harmless); Spell Resistance yes

(harmless)

The target becomes resistant to the effects of energy drain

and blood drain attacks made by undead creatures, and

cannot be made into undead spawn if killed while the spell is

in effect.

If the attacking undead’s Hit Dice is less than or equal

to your caster level, the blood drain or energy drain has

no effect. If the attacking undead’s Hit Dice are greater

than your caster level, the undead must make a Fortitude

save (against the DC of the spell) with each attack for those

special abilities to have any effect. The spell only prevents the

Constitution damage from blood drain and negative levels

from energy drain, but not any other effects of these attacks.

101

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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